DisclaimerIf you use the site often and enjoy it, consider donating to help me cover the server costs, and motivate me to spend my time on this project. (Donate) (Crypto)

Classes

UCharacterMovementComponent

UPawnMovementComponent > UNavMovementComponent > UMovementComponent > UActorComponent > UObject

CharacterMovementComponent handles movement logic for the associated Character owner. It supports various movement modes including: walking, falling, swimming, flying, custom. Movement is affected primarily by current Velocity and Acceleration. Acceleration is updated each frame based on the input vector accumulated thus far (see UPawnMovementComponent::GetPendingInputVector()). Networking is fully implemented, with server-client correction and prediction included.

Member Type Offset Share
CharacterOwner

Character movement component belongs to

ACharacter* 0x148
GravityScale

Custom gravity scale. Gravity is multiplied by this amount for the character.

float 0x150
MaxStepHeight

Maximum height character can step up

float 0x154
JumpZVelocity

Initial velocity (instantaneous vertical acceleration) when jumping.

float 0x158
JumpOffJumpZFactor

Fraction of JumpZVelocity to use when automatically "jumping off" of a base actor that's not allowed to be a base for a character.

float 0x15c
WalkableFloorAngle float 0x160
WalkableFloorZ float 0x164
MovementMode

Actor's current movement mode (walking, falling, etc).

EMovementMode 0x168
CustomMovementMode

Current custom sub-mode if MovementMode is set to Custom.

char 0x169
NetworkSmoothingMode

Smoothing mode for simulated proxies in network game.

ENetworkSmoothingMode 0x16a
GroundFriction

Setting that affects movement control.

float 0x16c
MaxWalkSpeed

The maximum ground speed when walking. Also determines maximum lateral speed when falling.

float 0x18c
MaxWalkSpeedCrouched

The maximum ground speed when walking and crouched.

float 0x190
MaxSwimSpeed

The maximum swimming speed.

float 0x194
MaxFlySpeed

The maximum flying speed.

float 0x198
MaxCustomMovementSpeed

The maximum speed when using Custom movement mode.

float 0x19c
MaxAcceleration

Max Acceleration (rate of change of velocity)

float 0x1a0
MinAnalogWalkSpeed

The ground speed that we should accelerate up to when walking at minimum analog stick tilt

float 0x1a4
BrakingFrictionFactor

Factor used to multiply actual value of friction used when braking.

float 0x1a8
BrakingFriction

Friction (drag) coefficient applied when braking (whenever Acceleration = 0, or if character is exceeding max speed); actual value used is this multiplied by BrakingFrictionFactor.

float 0x1ac
BrakingSubStepTime

Time substepping when applying braking friction.

float 0x1b0
BrakingDecelerationWalking

Deceleration when walking and not applying acceleration.

float 0x1b4
BrakingDecelerationFalling

Lateral deceleration when falling and not applying acceleration.

float 0x1b8
BrakingDecelerationSwimming

Deceleration when swimming and not applying acceleration.

float 0x1bc
BrakingDecelerationFlying

Deceleration when flying and not applying acceleration.

float 0x1c0
AirControl

When falling, amount of lateral movement control available to the character.

float 0x1c4
AirControlBoostMultiplier

When falling, multiplier applied to AirControl when lateral velocity is less than AirControlBoostVelocityThreshold.

float 0x1c8
AirControlBoostVelocityThreshold

When falling, if lateral velocity magnitude is less than this value, AirControl is multiplied by AirControlBoostMultiplier.

float 0x1cc
FallingLateralFriction

Friction to apply to lateral air movement when falling.

float 0x1d0
CrouchedHalfHeight

Collision half-height when crouching (component scale is applied separately)

float 0x1d4
Buoyancy

Water buoyancy. A ratio (1.0 = neutral buoyancy, 0.0 = no buoyancy)

float 0x1d8
PerchRadiusThreshold

Don't allow the character to perch on the edge of a surface if the contact is this close to the edge of the capsule.

float 0x1dc
PerchAdditionalHeight

When perching on a ledge, add this additional distance to MaxStepHeight when determining how high above a walkable floor we can perch.

float 0x1e0
RotationRate

Change in rotation per second, used when UseControllerDesiredRotation or OrientRotationToMovement are true.

FRotator 0x1e4
bUseSeparateBrakingFriction : 1 char 0x1f0
bApplyGravityWhileJumping : 1 char 0x1f0
bUseControllerDesiredRotation : 1 char 0x1f0
bOrientRotationToMovement : 1 char 0x1f0
bSweepWhileNavWalking : 1 char 0x1f0
bMovementInProgress : 1 char 0x1f0
bEnableScopedMovementUpdates : 1 char 0x1f0
bEnableServerDualMoveScopedMovementUpdates : 1 char 0x1f1
bForceMaxAccel : 1 char 0x1f1
bRunPhysicsWithNoController : 1 char 0x1f1
bForceNextFloorCheck : 1 char 0x1f1
bShrinkProxyCapsule : 1 char 0x1f1
bCanWalkOffLedges : 1 char 0x1f1
bCanWalkOffLedgesWhenCrouching : 1 char 0x1f1
bNetworkSkipProxyPredictionOnNetUpdate : 1 char 0x1f2
bNetworkAlwaysReplicateTransformUpdateTimestamp : 1 char 0x1f2
bDeferUpdateMoveComponent : 1 char 0x1f2
bEnablePhysicsInteraction : 1 char 0x1f2
bTouchForceScaledToMass : 1 char 0x1f2
bPushForceScaledToMass : 1 char 0x1f2
bPushForceUsingZOffset : 1 char 0x1f2
bScalePushForceToVelocity : 1 char 0x1f3
DeferredUpdatedMoveComponent

What to update CharacterOwner and UpdatedComponent after movement ends

USceneComponent* 0x1f8
MaxOutOfWaterStepHeight

Maximum step height for getting out of water

float 0x200
OutofWaterZ

Z velocity applied when pawn tries to get out of water

float 0x204
Mass

Mass of pawn (for when momentum is imparted to it).

float 0x208
StandingDownwardForceScale

Force applied to objects we stand on (due to Mass and Gravity) is scaled by this amount.

float 0x20c
InitialPushForceFactor

Initial impulse force to apply when the player bounces into a blocking physics object.

float 0x210
PushForceFactor

Force to apply when the player collides with a blocking physics object.

float 0x214
PushForcePointZOffsetFactor

Z-Offset for the position the force is applied to.

float 0x218
TouchForceFactor

Force to apply to physics objects that are touched by the player.

float 0x21c
MinTouchForce

Minimum Force applied to touched physics objects. If < 0.0f, there is no minimum.

float 0x220
MaxTouchForce

Maximum force applied to touched physics objects. If < 0.0f, there is no maximum.

float 0x224
RepulsionForce

Force per kg applied constantly to all overlapping components.

float 0x228
Acceleration

Current acceleration vector (with magnitude).

FVector 0x22c
LastUpdateRotation

Rotation after last PerformMovement or SimulateMovement update.

FQuat 0x240
LastUpdateLocation

Location after last PerformMovement or SimulateMovement update.

FVector 0x250
LastUpdateVelocity

Velocity after last PerformMovement or SimulateMovement update.

FVector 0x25c
ServerLastTransformUpdateTimeStamp

Timestamp when location or rotation last changed during an update. Only valid on the server.

float 0x268
ServerLastClientGoodMoveAckTime

Timestamp of last client adjustment sent. See NetworkMinTimeBetweenClientAdjustments.

float 0x26c
ServerLastClientAdjustmentTime

Timestamp of last client adjustment sent. See NetworkMinTimeBetweenClientAdjustments.

float 0x270
PendingImpulseToApply

Accumulated impulse to be added next tick.

FVector 0x274
PendingForceToApply

Accumulated force to be added next tick.

FVector 0x280
AnalogInputModifier

Modifier to applied to values such as acceleration and max speed due to analog input.

float 0x28c
MaxSimulationTimeStep

Max time delta for each discrete simulation step.

float 0x29c
MaxSimulationIterations

Max number of iterations used for each discrete simulation step.

int32_t 0x2a0
MaxJumpApexAttemptsPerSimulation

Max number of attempts per simulation to attempt to exactly reach the jump apex when falling movement reaches the top of the arc.

int32_t 0x2a4
MaxDepenetrationWithGeometry

Max distance we allow simulated proxies to depenetrate when moving out of anything but Pawns.

float 0x2a8
MaxDepenetrationWithGeometryAsProxy

Max distance we allow simulated proxies to depenetrate when moving out of anything but Pawns.

float 0x2ac
MaxDepenetrationWithPawn

Max distance we are allowed to depenetrate when moving out of other Pawns.

float 0x2b0
MaxDepenetrationWithPawnAsProxy

Max distance we allow simulated proxies to depenetrate when moving out of other Pawns.

float 0x2b4
NetworkSimulatedSmoothLocationTime

How long to take to smoothly interpolate from the old pawn position on the client to the corrected one sent by the server.

float 0x2b8
NetworkSimulatedSmoothRotationTime

How long to take to smoothly interpolate from the old pawn rotation on the client to the corrected one sent by the server.

float 0x2bc
ListenServerNetworkSimulatedSmoothLocationTime

Similar setting as NetworkSimulatedSmoothLocationTime but only used on Listen servers.

float 0x2c0
ListenServerNetworkSimulatedSmoothRotationTime

Similar setting as NetworkSimulatedSmoothRotationTime but only used on Listen servers.

float 0x2c4
NetProxyShrinkRadius

Shrink simulated proxy capsule radius by this amount, to account for network rounding that may cause encroachment.

float 0x2c8
NetProxyShrinkHalfHeight

Shrink simulated proxy capsule half height by this amount, to account for network rounding that may cause encroachment.

float 0x2cc
NetworkMaxSmoothUpdateDistance

Maximum distance character is allowed to lag behind server location when interpolating between updates.

float 0x2d0
NetworkNoSmoothUpdateDistance

Maximum distance beyond which character is teleported to the new server location without any smoothing.

float 0x2d4
NetworkMinTimeBetweenClientAckGoodMoves

Minimum time on the server between acknowledging good client moves.

float 0x2d8
NetworkMinTimeBetweenClientAdjustments

Minimum time on the server between sending client adjustments when client has exceeded allowable position error.

float 0x2dc
NetworkMinTimeBetweenClientAdjustmentsLargeCorrection

Minimum time on the server between sending client adjustments when client has exceeded allowable position error by a large amount (NetworkLargeClientCorrectionDistance).

float 0x2e0
NetworkLargeClientCorrectionDistance

If client error is larger than this, sets bNetworkLargeClientCorrection to reduce delay between client adjustments.

float 0x2e4
LedgeCheckThreshold

Used in determining if pawn is going off ledge.

float 0x2e8
JumpOutOfWaterPitch

When exiting water, jump if control pitch angle is this high or above.

float 0x2ec
CurrentFloor

Information about the floor the Character is standing on (updated only during walking movement).

FFindFloorResult 0x2f0
DefaultLandMovementMode

Default movement mode when not in water. Used at player startup or when teleported.

EMovementMode 0x384
DefaultWaterMovementMode

Default movement mode when in water. Used at player startup or when teleported.

EMovementMode 0x385
GroundMovementMode EMovementMode 0x386
bMaintainHorizontalGroundVelocity : 1 char 0x387
bImpartBaseVelocityX : 1 char 0x387
bImpartBaseVelocityY : 1 char 0x387
bImpartBaseVelocityZ : 1 char 0x387
bImpartBaseAngularVelocity : 1 char 0x387
bJustTeleported : 1 char 0x387
bNetworkUpdateReceived : 1 char 0x387
bNetworkMovementModeChanged : 1 char 0x387
bIgnoreClientMovementErrorChecksAndCorrection : 1 char 0x388
bServerAcceptClientAuthoritativePosition : 1 char 0x388
bNotifyApex : 1 char 0x388
bCheatFlying : 1 char 0x388
bWantsToCrouch : 1 char 0x388
bCrouchMaintainsBaseLocation : 1 char 0x388
bIgnoreBaseRotation : 1 char 0x388
bFastAttachedMove : 1 char 0x388
bAlwaysCheckFloor : 1 char 0x389
bUseFlatBaseForFloorChecks : 1 char 0x389
bPerformingJumpOff : 1 char 0x389
bWantsToLeaveNavWalking : 1 char 0x389
bUseRVOAvoidance : 1 char 0x389
bRequestedMoveUseAcceleration : 1 char 0x389
bWasSimulatingRootMotion : 1 char 0x389
bAllowPhysicsRotationDuringAnimRootMotion : 1 char 0x38a
bHasRequestedVelocity : 1 char 0x38a
bRequestedMoveWithMaxSpeed : 1 char 0x38a
bWasAvoidanceUpdated : 1 char 0x38a
bProjectNavMeshWalking : 1 char 0x38a
bProjectNavMeshOnBothWorldChannels : 1 char 0x38a
AvoidanceConsiderationRadius float 0x39c
RequestedVelocity

Velocity requested by path following.

FVector 0x3a0
AvoidanceUID

No default value, for now it's assumed to be valid if GetAvoidanceManager() returns non-NULL.

int32_t 0x3ac
AvoidanceGroup

Moving actor's group mask

FNavAvoidanceMask 0x3b0
GroupsToAvoid

Will avoid other agents if they are in one of specified groups

FNavAvoidanceMask 0x3b4
GroupsToIgnore

Will NOT avoid other agents if they are in one of specified groups, higher priority than GroupsToAvoid

FNavAvoidanceMask 0x3b8
AvoidanceWeight

De facto default value 0.5 (due to that being the default in the avoidance registration function), indicates RVO behavior.

float 0x3bc
PendingLaunchVelocity

Temporarily holds launch velocity when pawn is to be launched so it happens at end of movement.

FVector 0x3c0
NavMeshProjectionInterval

How often we should raycast to project from navmesh to underlying geometry

float 0x470
NavMeshProjectionTimer float 0x474
NavMeshProjectionInterpSpeed

Speed at which to interpolate agent navmesh offset between traces.

float 0x478
NavMeshProjectionHeightScaleUp

Scale of the total capsule height to use for projection from navmesh to underlying geometry in the upward direction.

float 0x47c
NavMeshProjectionHeightScaleDown

Scale of the total capsule height to use for projection from navmesh to underlying geometry in the downward direction.

float 0x480
NavWalkingFloorDistTolerance

Ignore small differences in ground height between server and client data during NavWalking mode

float 0x484
PostPhysicsTickFunction

Post-physics tick function for this character

FCharacterMovementComponentPostPhysicsTickFunction 0x488
MinTimeBetweenTimeStampResets

Minimum time between client TimeStamp resets.

float 0x4d0
CurrentRootMotion

Root Motion Group containing active root motion sources being applied to movement

FRootMotionSourceGroup 0x4d8
RootMotionParams

Animation root motion (special case for now)Root Motion movement params.

FRootMotionMovementParams 0x5a0
AnimRootMotionVelocity

Velocity extracted from RootMotionParams when there is anim root motion active.

FVector 0x5e0